#type vertex
#version 330 core
layout(location = 0) in vec3 a_Pos;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 VP;
uniform mat4 Transform;
out vec2 aTexCoord;
void main()
{
	aTexCoord = a_TexCoord;
	gl_Position = VP * Transform * vec4(a_Pos,1.0);
}

#type fragment
#version 330 core
layout(location = 0) out vec4 color;
in vec2 aTexCoord;
uniform sampler2D u_Tex;
void main()
{
	color = texture(u_Tex,aTexCoord);
}